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Discloseable Transaction
Hong Kong Exchanges and Clearing Limited and The Stock Exchange of Hong Kong Limited take no responsibility for the contents of this announcement, make no representation as to its accuracy or completeness and expressly disclaim any liability whatsoever for any loss howsoever arising from or in reliance upon the whole or any part of the contents of this announcement. DISCLOSEABLE TRANSACTION ACQUISITION OF ADDITIONAL EQUITY VOTING INTEREST IN THE CONSORTIUM HOLDING A MAJORITY INTEREST IN SUPERCELL OY Reference is made to the voluntary announcement of the Company dated 23 September 2019 regarding the Company’s intention to acquire additional equity voting interest in the Consortium. The Board is pleased to announce that on 21 October 2019, the Company, through its wholly-owned subsidiary, acquired 44,000 Consortium Shares and increased its equity voting interest in the Consortium from 50% to 51.2%. Following the acquisition, the Consortium became a subsidiary of the Company and the financial results, assets and liabilities of the Consortium will be consolidated into the financial statements of the Group. The Company indirectly acquired 44,000 Consortium Shares by converting the entire principal outstanding and relevant interest under the US$40 million Convertible Bond issued by the Consortium into Consortium Shares. The Consortium is a Luxembourg Société Anonyme formed in June 2016 for the sole purpose of the Supercell Acquisition. The Consortium currently holds indirectly a 81.4% interest in Supercell on behalf of a consortium comprising the Company and other co-investors. Prior to the Conversion, the Company held indirectly a 50% equity voting interest in the Consortium. -
Softbank Sells Stake in Game Developer Supercell to Tencent 21 June 2016, by Yuri Kageyama
Softbank sells stake in game developer Supercell to Tencent 21 June 2016, by Yuri Kageyama "Helping Masa begin the transformation of Softbank and sowing the early seeds has been a great experience. I have enjoyed working with Masa and the Softbank team and I look forward to my next challenge," Arora said in a statement. Under the deal announced by the three companies, Tokyo-based Softbank will no longer own any stake in Supercell, gaining $7.3 billion cash, and Tencent will gain up to 84 percent of Supercell, upon completion of the deal. The rest of Supercell will be owned by its employees, and the team at Supercell will continue to run the company's operations in Helsinki, Finnish game company, Supercell, Co-Founder and Finland. CEO Ilkka Paananen, meets the media at the company's headquarters in Helsinki, Finland Tuesday, June 21, 2016. Chinese Internet firm Tencent will acquire a majority stake in "Clash of Clans" maker Supercell from Japan's SoftBank. (Seppo Samuli/Lehtikuva via AP) Japanese Internet company Softbank Corp. is selling its stake in Finnish game developer Supercell to Chinese technology firm Tencent in a deal announced Tuesday that values the company at about $10.2 billion. Separately, Nikesh Arora, Softbank's president and chief operating officer, announced his resignation, although he will remain an adviser. He had joined the company from Google in 2014 and was Finnish game company, Supercell, Co-Founder and CEO instrumental in the Supercell sale, as well as other Ilkka Paananen, meets the media at the company's headquarters in Helsinki, Finland Tuesday, June 21, Softbank investments, mainly in India and other 2016. -
TENCENT HOLDINGS LIMITED 騰訊控股有限公司 (Incorporated in the Cayman Islands with Limited Liability) (Stock Code: 700)
Hong Kong Exchanges and Clearing Limited and The Stock Exchange of Hong Kong Limited take no responsibility for the contents of this announcement, make no representation as to its accuracy or completeness and expressly disclaim any liability whatsoever for any loss howsoever arising from or in reliance upon the whole or any part of the contents of this announcement. TENCENT HOLDINGS LIMITED 騰訊控股有限公司 (Incorporated in the Cayman Islands with limited liability) (Stock Code: 700) DISCLOSEABLE TRANSACTION RELATING TO TENCENT’S PARTICIPATION IN A CONSORTIUM ACQUISITION OF A MAJORITY INTEREST IN SUPERCELL OY The Board is pleased to announce that on 21 June 2016, the Consortium, which is formed in consultation with Supercell and currently wholly owned by the Company, has agreed to acquire a majority equity interest in Supercell through Buyer, the Consortium’s wholly owned subsidiary. The terms of the Transaction are set out in the conditional Share Purchase Agreement entered into on 21 June 2016 among SoftBank Affiliates, certain Supercell Employee Shareholders and certain former employees of Supercell (collectively, as Sellers), Supercell, the Company (as guarantor) and Buyer. Under the terms of the conditional Share Purchase Agreement, Buyer will acquire from the Sellers their Supercell Vested Securities representing in total up to approximately 84.3% of Supercell’s Securities. The aggregate consideration, payable in three installments, is currently expected to be approximately US$8.6 billion. Supercell is a private company incorporated in Finland and is a developer of mobile games for both tablets and smartphones on Apple’s iOS and Google’s Android operating systems. Since its founding in 2010, Supercell has brought four major games to market - Clash of Clans, Clash Royale, Boom Beach and Hay Day. -
Clash Royale
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Clash Royale 16 17 Game Design Teardown 18 19 20 21 22 23 24 25 26 27 28 © 2016 Adrian Crook & Associates 29 30 1 2 3 Agenda 4 5 6 7 8 9 10 Game 11 Monetization Social/Other 12 Mechanics 13 14 ! Game Play ! Premium currency ! Clans 15 ! Cards ! Spend Sinks ! Notifications 16 Treasure Chests ! TV Royale 17 ! 18 ! Progression 19 20 21 22 23 24 25 26 27 28 © 2016 Adrian Crook & Associates 29 30 1 2 3 Clash Royale - Overview 4 5 Executive Summary 6 7 8 It’s no secret that past performance in free-to-play gaming is not indicative of future 9 performance. Companies like King and Rovio have struggled to follow up their 10 Why We Chose: smash hit titles with varying degrees of success. While titles like Hay Day and 11 Boom Beach demonstrate Supercell’s proclivity for crafting chart-topping games, 12 Clash Royale represents a bold step for the company. 13 14 15 In Clash Royale, players face off in real-time, head-to-head, battles with the goal of 16 destroying their opponent’s base. On the surface the core game mechanic is similar Gameplay 17 to Clash of Clans. However, the addition of classic CCG mechanics makes Clash 18 Royale a truly unique and compelling experience. 19 20 21 Publisher Supercell. Helsinki, Finland 22 23 24 Release date: Soft launch in Australia, Canada, New Zealand. 25 History Peak download rank: #1, Canada; Top 3 Australia and New Zealand. -
Supercell Joins a Mobile Internet Giant: Fitting Into Tencent’S Overall Business Strategy
ETLA Muistio • Brief 54 • 31.1.2017 1 Muistio • Brief 54 • 31.1.2017 ISSN-L 2323-2463, ISSN 2323-2463 ETLA Muistiot tarjoavat ajankohtaista tutkimustietoa ETLA Briefs provide timely research-based information polttavista yhteiskunnallisista kysymyksistä. on pressing societal issues. www.etla.fi » julkaisut » muistiot www.etla.fi » publications » briefs ETLA • Elinkeinoelämän tutkimuslaitos ETLA • The Research Institute of the Finnish Economy Supercell Joins a Mobile Internet Giant: Fitting into Tencent’s Overall Business Strategy Kai Jia, Tsinghua University, Beijing, China ([email protected]). Martin Kenney, Community and Regional Development University of California, Davis ([email protected]). Timo Seppälä, ETLA – The Research Institute of Finnish Economy and Aalto University ([email protected]). This paper has been drafted as a part of the BRIE-ETLA research collaboration of 2015–2018 and it has also been published simultaneously in Talouselämä 27.1.2017, No. 3, pages 69–70; http://www.talouselama.fi/tebatti/mita-kiinalaiset-supercellista-haluavat-6618954 Suggested citation: Jia, Kai, Kenney, Martin & Seppälä, Timo (31.1.2017). “Supercell Joins a Mobile Internet Giant: Fitting into Tencent’s Overall Business Strategy”. ETLA Brief No 54. http://pub.etla.fi/ETLA-Muistio-Brief-54.pdf Chinese PBG Strategy in On June 21, 2016, Tencent, the Chinese mobile in- Mobile Internet Era ternet giant spent $8.6 billion to purchase 84.3% Business groups are firms linked to one anoth- stock of Supercell, the wildly profitable Finnish firm er by ownership and equity ties that mutually behind hit games Hay Day, Clash of Clans, Boom reinforce each other through various forms of Beach and Clash Royale. -
Strategies of Supercell's Success
Proceedings of Business and Economic Studies, 2021, Volume 4, Issue 4 http://ojs.bbwpublisher.com/index.php/PBES ISSN Online: 2209-265X ISSN Print: 2209-2641 Strategies of Supercell’s Success Yutong Wu* Nanjing Foreign Language School, Nanjing 210000, China *Corresponding author: Yutong Wu, [email protected] Abstract: Supercell, known as video game company, that is the best at making money, had developed a value of over 10 billion dollars by running only 5 games. All of their games earned more than a billion dollars with over one billion downloads in total. There must be a lot worth studying their strategies. This paper is divided into three parts: analyzing the marketing strategies in their games and advertising, their special way of management, and how they have contributed to the company’s huge success. Keywords: Supercell; Game; Popular Publication date: August 2021; Online publication: August 30, 2021 1. Introduction 1.1. Background information In Finland, a Northern European country, there were more than 3000 people working in the video game industry by 2010. Many popular video games, including Angry Birds, which had gone viral all over the world were developed there. The chief executive officer (CEO) of Supercell, Ilkka Paananen, was one of them. He worked in a company named Digital Chocolate. However, in that company, only the manager would decide on what games to run, and this restricted the employees’ creativity. Upset by the manager, Paananen and five other colleagues left the company and started their own business, Supercell [1]. It is never easy to start up a video game business. -
MASTERING the GAME Business and Legal Issues for Video Game Developers Creative Industries – No
Total width of maze blue lines should not exceed 224 pixels Total height including characters should not exceed 288 pixels (upper text may vary) may text (upper pixels 288 exceed not should characters including height Total NOTICE: - Please use this version as a reference for accurate position of characters when developing artwork based on the Pac-man 80s Arcade Game Maze. ACTION SCENE 4 - In addition, note that text/titles do not need to follow any exact position or pixel size and that the examples above are style references. (DRAMATIC SCENE) - Character artwork shall not exceed 16pixels x 16pixels. - Black areas should exist surrounding the maze. ©NAMCO BANDAI Games Inc. Last version: S/S 2012 MASTERING THE GAME Business and Legal Issues for Video Game Developers Creative industries – No. 8 By David Greenspan With contributions from S. Gregory Boyd, Jas Purewal and Matthew Datum Credits for Cover Screenshots: Image (top left) courtesy of Stuart Miles / FreeDigitalPhotos.net Prison Architect (top middle), © Introversion Software Ltd. Thralled (top right), © Miguel Oliveira Image (middle left and used on every odd page) courtesy of Stuart Miles / FreeDigitalPhotos.net PAC-MAN (middle right) TM & © NAMCO BANDAI Games Inc. To The Moon (lower left), © Freebird Games Inc. Battlefield and SimCity (lower middle and right), © EA Mastering the Game 3 TABLE OF CONTENTS LIST OF FIGURES 10 LIST OF TABLES 10 LIST OF BOXES 10 ABOUT THE AUTHORS 11 PREFACE 13 EXECUTIVE SUMMARY 15 CHAPTER 1 18 THE GlOBAL STRUCTURE OF THE VIDEO GAME INDUSTRY 18 1.1 The -
China's & Southeast Asia's Mobile Games Market
China’s & Southeast Asia’s Mobile Games Market Every Piece of the Puzzle Wybe Schutte VP Business Development © 2015 Newzoo V1.0 | 8 July 2015 © 2015 Newzoo Newzoo. Wybe Schutte VP Business Development [email protected] The Experts On All Things Games. We are an innovative global market research and predictive analytics firm with a primary focus on games. We provide our clients with MARKET TRENDS | CONSUMER INSIGHTS DATA MODELLING | PREDICTIVE ANALYTICS Across all continents, screens and business models. SAN FRANCISCO AMSTERDAM SHANGHAI Mobile Gaming Opportunities The Bigger Picture Mobile Takes One Third of the Market Computer Screen Largest – Mobile Fastest Growing 2015 GAME REVENUES PER SCREEN © 2015 Newzoo | Source: Global Games Market Report Premium In 2015, Mobile Games Are Anticipated To Gross $30Bn: 33% Of Global Games Market Revenues. 23% for Smartphones. CONFIDENTIAL | GLOBAL TOP ROUND EVENT 2015 © 2015 Newzoo China to overtake the USA in 2015 Apac largest mobile region 2015 GAME REVENUES PER SCREEN © 2014 Newzoo | Source: Global Games Market Report Premium In 2015, APAC Will Account For 56% Of The Global Mobile Games Market CONFIDENTIAL | GLOBAL TOP ROUND EVENT 2015 © 2015 Newzoo Mobile Growth Towards 2018 CAGR of +15.9% STRONG GROWTH WILL CONTINUE AS INTERNET & SMARTPHONE PENETRATION RISES Smartphone Tablet Mobile Games CAGR +15.9% $44.2Bn Will Reach $40.4Bn $35.5Bn $30.0Bn $14.0 $24.5Bn $12.8 $11.2 $44.2Bn $9.4 $7.4 In 2018, becoming $17.0 $20.6 $24.4 $27.6 $30.2 The largest segment 2014 2015 2016 2017 2018 © 2015 Newzoo Source: Newzoo Global Games Market Report 2015 4 Major Trends That influence the global games industry CONSUMER INVOLVEMENT Create and Share 1 CONSUMER INVOLVEMENT CONSUMER Consumers have been provided an abundance Create of new tools and platforms to create and share content with other consumers.